+2 Strength, –2 Intelligence, –2 Charisma. An aquatic half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.

Humanoid (Aquatic, Orc): An aquatic half-orc has the aquatic subtype. An aquatic half-orc can breathe underwater. He cannot also breathe air unless he also has the amphibious special quality. He can hold his breath outside the water for 2 rounds per point of Constitution. After that, he begins to suffocate.

Medium: As Medium creatures, aquatic half-orcs have no special bonuses or penalties due to their size.

An aquatic half-orc has a swim speed of 30 feet. He can move through water at his swim speed without making Swim checks. He has a +8 racial bonus on any Swim check to perform some action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.

Emissaries: As emissaries for their tribes, aquatic half-orcs receive a +2 racial bonus on Diplomacy and Gather Information checks. They aren’t the best diplomats under the waves, but they’re a far sight better than their orc cousins.

Darkvision: Aquatic half-orcs (and aquatic orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and aquatic half-orcs can function just fine with no light at all.

Orc Blood: For all effects related to race, an aquatic half-orc is considered an orc.